WWE Supercard is a trading card game catered to wrestling fans. With all of the wonderful tropes of online trading card games, including random rewards, deck building, strategy, and battles, WWE Supercard was one of the few mobile games I really enjoyed last year. The regular exhibition matches were a fun way to spend a few minutes before work, the King of the Ring events were great time consumers on weekends with solid rewards if I had time to dedicate, and the weekly events had fantastic rewards worth wrestling for.

Last year, play was pretty simple: start a deck with common and uncommon cards, and slowly fill in rare cards. Each card has four statistics with a value assigned to Power, Toughness, Speed, and Charisma, and each card has a special move that activates randomly and boosts a specific stat. There’s a few more complications to the game to learn, but what I want to discuss is the way Cat Daddy Games rolled out a great expansion to a good game.

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Aptly titled Season 2, this update changed the entire foundation of the game. Cards won and used in Season 1 are no longer relevant. I mean, I guess I have the option to play with my Season 1 cards. I had a decent deck too, mind you. But what’s the fun in that when I can combine some of my cards for some new ones, and start playing with Season 2 cards?

Season 2 cards have a few new additions. First, every five levels grants me a token to raise whichever statistic I want with said superstar. So I may bump my Charisma and Toughness on my Dean Ambrose, but what makes this great is that someone else with a maxed Dead Ambrose card might spend those tokens elsewhere. Allowing me to customise my Superstar more made me excited to level them up.

The second big change is actually using Superstars can raise their stats, too. So a well-used Sin Cara card, even at level 1, can beat someone’s new Sin Cara card. Think of it as experience. When I use a card in a match and the attribute in question is Power, that card gains a point towards that attribute, and every ten points (maxing out at 20), gives a boost to that stat. Every card starts as a rookie, but eventually maxes out after a lot of use.

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Both of those changes really shake up deck building. Of course I can still combine duplicates and make Pro version, and maxing both out before combining them makes an even stronger variant, but these two changes are welcome changes that have freshened up the game for me.

Outside of adding a whole slew of new cards, Exhibition matches now allow diva tag team matchups. With the WWE revamping their diva division, this is not a bad thing. And a mess of new cards and people being introduced are making me lose a lot of time to WWE Supercard. The Season 2 update is certainly one of the most intriguing and enjoyable updates to a mobile game I have played yet.

About Author

By Don Parsons

got into podcasting in 2007, and transitioned into writing in late 2008. In late 2011, he went from blogging to writing for a small site called Vagary.tv. Don attended E3 for Vagary.tv in 2012. Now, Don is one-fourth of the foundation of Critically Sane.